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> Commander AI, AI commander for bots
Rating 5 V
century
post Mar 31 2008, 03:15 AM
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Omnisoroth
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humm, i will give it a try and give some feedback (IMG:style_emoticons/default/smile.gif)
 
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spellman23
post Apr 16 2008, 11:04 PM
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Omnisoroth
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Good luck.

From what I've dissected in the code, to get some basic features (like RTs giving res) you'd have to get way more hooks than we currently have, either that or re-build this thing from the ground up.

For example, there might be a way to generate res from the placed res nodes by generating and killing a skulk somehow. That would trigger the RFK routine and give rest to the Marines. However, I don't think there's a hook available to us to simply give res, and the way drops are performed it doesn't go through the proper routine in order for the dropped nodes to generate res once built.

Plus, dynamic commanding is a pain to build. Actually, AI in general is a pain. So, the hackish way it's done now is decent. I mean, creating a subroutine for looking at current res, expected res, and making building/tech decisions off of it would be insane neural net coding or a giant FSM, and the number of states involved would be ghastly. However, we could still build off the current system of saving where buildings could go so the AI doesn't have to try and figure out where's a good place to drop a TF and PG dynamically.
 
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hxh
post Apr 29 2008, 02:10 PM
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NubCaek
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how about fake a client , let him into commander mode, when need drop something from comm, set his origin there, fake the command to drop= =
i am a newbie in coding.......
 
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DeagleRevolver
post May 11 2008, 06:58 AM
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NubCaek
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Sep 5 2010, 10:49 AM
From: Brooklyn, NY
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First off, i'd like to say this is a great plugin.

I tried using it extensively and it works fairly well except for a few annoyances.

NS Server: storage.miklit.com:27015

Windows Server 2003 x86 R2 SP2
HLDS running as a service via FireDaemon
Metamod v1.19
AMXX v1.8.0.3
Commander AI v1.2

1. In ns_maps, it hands out the same exact weapon for the whole game to the marine team. (Although the weapon changes with a mapcycle)

Something tells me it's generating the same "random" number all game from here.

CODE
rnumWeap = random_num(0, 3);
if(rnumWeap == 0) {
ns_give_item(id, "weapon_shotgun");
}
else if(rnumWeap == 1 || rnumWeap == 2) {
ns_give_item(id, "weapon_heavymachinegun");
}
else if(rnumWeap == 3) {
ns_give_item(id, "weapon_grenadegun");
}
else {


Although with my limited AMXX coding experience, I havn't been able to figure out a way to give a random weapon to every marine.

Also, none of the marines ever have JP or HA, which is probably a similar "random number" problem

CODE
rnumProto = random_num(0, 2);
if(rnumProto == 0) {
ns_give_item(id, "item_jetpack");
}
else if(rnumProto == 1) {
ns_give_item(id, "item_heavyarmor");
}
else {



2. This plugin stays enabled in combat! Although in a very slick way I thought was an error with some other plugin.

All of the marines would basically spawn with (the same) weapon from the start. (shotgun, HMG, or GL) although it appears that upgrading to another weapon (the normal way) fixes this.

Every time a combat map is played, I've had to pause the plugin from amxmodmenu.

Funny thing is, the plugin says it's off in that same menu.


3. The plugin stays enabled even when there's a valid human commander!

As soon as the game starts in an ns_map, even if somebody gets into the comm chair, lo and behold a few seconds later, the base is full of free buildings and marines still get "random" guns at spawn, all game long.

Again, I am forced to disable it from amxmodmenu

Something like "Detect if there is a human player on the marine team. If so, wait 15 seconds. If there is no commander by that time, enable. If there is no human player, enable immediately." would make a lot of sense

If these three things are resolved, even in it's current stage, I think it would be an extremely viable plugin for servers which play with bots.

The question is, is it a problem with my setup or is everyone experiencing the same thing?

This post has been edited by DeagleRevolver: May 11 2008, 07:55 AM
 
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Sandman
post May 12 2008, 12:22 AM
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Plugin Support
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Sep 5 2010, 11:49 AM
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Yeah. I'm not sure what got changed in the 1.8 ns module but whatever it was, seems to break the plugin.

If someone else would care to take over this plugin then be my guest. I am no longer able to support it.
 
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Depot
post May 12 2008, 12:29 PM
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The Elder Administrator
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Sep 5 2010, 10:49 AM
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This plugin is either no longer supported by its creator or unnecessary with current versions of AMXX or NS, and belongs in the AMXX Dead Plugin Support Forum.

Topic Moved
 
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Petco
post May 31 2008, 12:46 PM
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Plugin Support
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Edit: NVM.

This post has been edited by Petco: May 31 2008, 01:19 PM
 
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Wolf5150
post Mar 26 2010, 09:53 PM
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Hatchling
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Sep 5 2010, 04:49 PM
From: Oregon, USA
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I have an issue with DC traps (rines bounce on them welding them), kinda ruins the gameplay. If i comment out the line ns_give_item(id, "weapon_welder"); will it not hand out welders and force the marine to use knife when close to DC's or will this make the plugin inoperable or unstable? Or a way of making the welder damage equivalant to knife damage perhaps?


EDIT: I commented out the line and now they use knives but they also don't have welders to weld vents closed but skulks do have a hard time jumping a rine when they are swinging blade rather than welder.

This post has been edited by Wolf5150: Mar 29 2010, 01:30 AM
 
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